# Floor decals (high-res) Wear and tear the game lays over some plain floor tiles (`D_RUBBLE`, `D_CRACK`; `HD_DECALS` in `src/gfx.rs`). Generated on 2026-11-07 with `fal-ai/nano-banana-pro` (`aspect_ratio: 1:1`, `resolution: 1K`), the decal's sentence followed by the shared text: ```text Seen straight from above (orthographic top-down, no perspective), flat even lighting, no cast shadows. Hand-painted pixel art style for a dark-fantasy dungeon game, crisp edges, readable at small size. The background is a completely flat pure magenta (#FF00FF) everywhere else - no floor, no stones, no texture behind it, no frame, no text. ``` ## rubble ```text An overlay decal for a dungeon floor: a loose scatter of small grey-brown pebbles, stone fragments and a little grit and dust, spread unevenly over the whole square image, denser in one corner, about thirty small pieces of different sizes, each with a dark outline. ``` ## crack ```text An overlay decal for a dungeon floor: one long dark jagged crack running diagonally across the whole square image from corner to corner, with a few short branching side cracks and two or three tiny chipped splinters beside it; only the dark crack lines themselves. ``` ## Processing `tools/make_decal.py` keys out the magenta and scales down with hard alpha; the crack is made neutral grey (its lines took on the magenta): ```bash python3 tools/make_decal.py rubble-raw.png rubble --size 128 # and --size 64 python3 tools/make_decal.py crack-raw.png crack --size 128 --gray ``` Copied to `assets/textures/decal-.png` (64) and `decal--128.png`.